/*
 * ProxClone : Proximity Clone, a war of numbers
 * Copyright (C) 2011-2011 Edi Ermawan <edi.ermawan@gmail.Com>
 *
 * This library is free software; you can redistribute it and/or modify it under
 * the terms of the GNU Lesser General Public License as published by the Free
 * Software Foundation; either version 2.1 of the License, or (at your option)
 * any later version.
 *
 * This library is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
 * details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with this library; if not, write to the Free Software Foundation, Inc.,
 * 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 *
 */


#ifndef _GAME_APP_H_
#define _GAME_APP_H_

#include <iostream>

#include <time.h>

#include <SDL.h>
#include <SDL_ttf.h>
#include "GraphicUtils.h"
#include "HexaTile.h"
#include "HandCursor.h"
#include "Constant.h"
#include "AnimatedObject.h"

#include "GameState.h"
#include "SplashState.h"
#include "MainMenuState.h"
#include "PlayState.h"
#include "GameStateManager.h"


using namespace Game;

class GameApp {
    private:

		SDL_Surface* Surf_Display;
		/* gameState */
		GameState* mGameState;
        bool Running;
		HandCursor* mHandCursor;
		AnimatedObject* mClickEffect;
		float mCursorXValue;
		float mCursorYValue;
		
    public:
        GameApp();
		~GameApp();
        int OnExecute();
    public:
        bool OnInit();
        void OnEvent(SDL_Event* Event);
        void OnLoop();
        void OnRender();
        void OnCleanup();
		void ChangeGameState();
		
};

#endif